Engineer Pikachu
Good morning, you bastards!
RULES:
4v4 Tag Battle (4 players, 2 Pokémon each)
3 Day DQ
2 Recover, 5 Chills
No Items
All Abilities
Arena: Ancient Cavern
Field Type: Neutral
Complexity: Intense
Format: Singles
Restrictions: No weather. Difficult to Dig through, but other seismic activity is easy to achieve. Surf can be used (see description).
Description:
The Ancient Cavern is an underground room said to have once housed extraterrestrial and mystical beings. The floor is made of stone, with a light dusting of sand, concealing the cracks. The roof is held up by crumbling pillars, and the room is lit up by many torches. Between the pillars are large waterfalls, which make a Surf attack (or any other attack requiring a water source) feasible. However, due to the mystical properties of the arena, none of these can be damaged. At one end there is the entrance through which you came, though it was blocked off by a rusting portcullis as you entered. At the other is a large, granite statue of a strange, almost humanoid, Pokémon. It stoops down on one knee, with the other arm raised to strike. The strange and intricate situation becomes even stranger, as huge gems on the lifted arm begin to glow. From these gems spheres of light spill out and fill the room, swirling around your chosen Pokémon. It is clear that these spheres of light have mystical effects.
When a Pokémon is sent out, you can choose to apply one of these effects, and one only. Once an effect has been used, it cannot be used again on another Pokémon.
STRATEGY ORB
Once per turn, a Pokemon can use the Strategy Orb to use the opponent's attack or support move against it with +2bp and unbeatable priority, at the cost of double the energy of the move. A Pokemon holding a Strategy Orb reduces the Power Orb's damage modifier to 1.1x.
POWER ORB
This effect must declared the turn before it is used. In exchange for attacking first, the user's Pokemon gains 1.3x damage on all of its attacks. The turn after the actual effect of the Power Orb takes place, the user will move second. This effect can be used thrice per battle. During the effect of the Power Orb, all attempts to use the Luck Orb will fail.
LUCK ORB
Thrice per battle, the user may select an attack about to be used by the opponent and choose a number from 1-6. A die will be rolled, and if the number is not equal to the number chosen, then the attack will miss. A second die will then be rolled, and if the number is the same as the number rolled on the first die, then the effect/damage that would have been taken is applied to the opponent. Against an opponent holding a Strategy Orb, the effect/damage will always be reflected.
If a Beheeyem is sent out onto the field after all three effects have been used by its team, the ref must RNG a number from 1-100. If the number is 25 or less, then all three effects are applied to the Beheeyem. Otherwise, no effect occurs.
Note that due to this being doubles, the 3 orbs will be available to each player. It is impossible to activate the Beheeyem effect in this format, as it requires 3 Pokémon by an individual player to be used.
TEAMS:
ALCHEMATOR:
Gallade [Alexander] (M)
Nature: Adamant (Adds * to Attack, subtracts * from Special Attack)
Type:
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
EC: 9/9
MC: 0
DC: 0/5
Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Will-o-Wisp
Toxic
Taunt
Reflect
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Close Combat
Psycho Cut
Metagross [Christopher] (N/A)
Nature: Brave (Adds * to Attack, a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type:
[Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 60 (70/1.15v)
EC: 9/9
MC: 0
DC: 1/5
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.
Attacks:
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Lunatone [Artemis] (N/A)
Nature: Modest (Adds a Rank to Special Attack, subtracts a Rank from Attack)
Type:
[Rock]: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
EC: N/A
MC: 0
DC: N/A
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
Tackle
Harden
Confusion
Rock Throw
Hypnosis
Rock Polish
Psywave
Cosmic Power
Heal Block
Psychic
Ice Beam
Shadow Ball
Charge Beam
IIMKULTRA:
Typhlosion [Dante] (M)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Nature: Lonely (+Atk, -Def)
Stats:
HP: 100
Atk: **** (+)
Def: **(-)
SpA: ****
SpD: ***
Spe: 100
EC: 9/9
MC: 0
DC: 4/5
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14).
Flash Fire (Dream World): (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Attacks:
Tackle
Leer
SmokeScreen
Gyro Ball
Ember
Quick Attack
Flame Wheel
Defense Curl
Flare Blitz
Double Edge
Reversal
Fire Blast
Will-O-Wisp
Wild Charge
Eruption
SolarBeam
Dragonite [Hyperion] (M)
Nature: Quiet (+Spa, -Spe)
Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (80/1.15)
EC: 9/9
MC: 0
DC: 3/5
Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multi Scale: (DW Locked) (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Moves:
Fire Punch
ThunderPunch
Wrap
Roost
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Pulse
Iron Tail
ExtremeSpeed
Fire Blast
Thunder
Blizzard
Surf
Hurricane
Outrage
Aqua Tail
Safeguard
Dragon Claw
[/hide]
SHADOWBONE66:
KORSKI:
Pyroak Kitch (M)
Type: Fire/Grass
Stats:
HP: 110
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 52 (60/1.15v) (-)
EC: 9/9
MC: 2
DC: 3/5
Attacks:
Wood Hammer
Flare Blitz
Heat Wave
Leaf Blade
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume
Counter
Earth Power
Blaze Kick
Light Screen
Protect
Reflect
Will-o-Wisp
Substitute
Krilowatt Itasca (F)
Type: Electric/Water
Stats:
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (105x1.15^) (+)
EC: 6/6
MC: 0
DC: 2/5
Attacks:
Ice Shard
Bubble
Charge
Tackle
Thundershock
Detect
Confuse Ray
Aqua Jet
Imprison
Thunder
Hydro Pump
Counter
Mirror Coat
Signal Beam
Ice Beam
Thunderbolt
Scald
Substitute
Hydreigon(*) Turvy (F)
Type: Dark/Dragon
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (98x1.15^) (+)
EC: 9/9
MC: 1
Attacks:
Tri Attack
Double Hit
Tackle(*)
Dragon Rage(*)
Focus Energy(*)
Bite(*)
Headbutt(*)
Dragonbreath(*)
Roar(*)
Crunch(*)
Dragon Pulse
Outrage
Dark Pulse(*)
Earth Power(*)
Screech(*)
Focus Blast
Fire Blast
Taunt(*)
Thunder Wave(*)
Work Up(*)
Substitute
Surf
shadowbone66 only sent me two Pokemon, so...
Turn Order for sending Pokemon:
Alchemator, Korski, iiMKUltra, shadowbone66
Turn Order for issuing actions:
The above reversed.
4v4 Tag Battle (4 players, 2 Pokémon each)
3 Day DQ
2 Recover, 5 Chills
No Items
All Abilities
Arena: Ancient Cavern
Field Type: Neutral
Complexity: Intense
Format: Singles
Restrictions: No weather. Difficult to Dig through, but other seismic activity is easy to achieve. Surf can be used (see description).
Description:
The Ancient Cavern is an underground room said to have once housed extraterrestrial and mystical beings. The floor is made of stone, with a light dusting of sand, concealing the cracks. The roof is held up by crumbling pillars, and the room is lit up by many torches. Between the pillars are large waterfalls, which make a Surf attack (or any other attack requiring a water source) feasible. However, due to the mystical properties of the arena, none of these can be damaged. At one end there is the entrance through which you came, though it was blocked off by a rusting portcullis as you entered. At the other is a large, granite statue of a strange, almost humanoid, Pokémon. It stoops down on one knee, with the other arm raised to strike. The strange and intricate situation becomes even stranger, as huge gems on the lifted arm begin to glow. From these gems spheres of light spill out and fill the room, swirling around your chosen Pokémon. It is clear that these spheres of light have mystical effects.
When a Pokémon is sent out, you can choose to apply one of these effects, and one only. Once an effect has been used, it cannot be used again on another Pokémon.
STRATEGY ORB
Once per turn, a Pokemon can use the Strategy Orb to use the opponent's attack or support move against it with +2bp and unbeatable priority, at the cost of double the energy of the move. A Pokemon holding a Strategy Orb reduces the Power Orb's damage modifier to 1.1x.
POWER ORB
This effect must declared the turn before it is used. In exchange for attacking first, the user's Pokemon gains 1.3x damage on all of its attacks. The turn after the actual effect of the Power Orb takes place, the user will move second. This effect can be used thrice per battle. During the effect of the Power Orb, all attempts to use the Luck Orb will fail.
LUCK ORB
Thrice per battle, the user may select an attack about to be used by the opponent and choose a number from 1-6. A die will be rolled, and if the number is not equal to the number chosen, then the attack will miss. A second die will then be rolled, and if the number is the same as the number rolled on the first die, then the effect/damage that would have been taken is applied to the opponent. Against an opponent holding a Strategy Orb, the effect/damage will always be reflected.
If a Beheeyem is sent out onto the field after all three effects have been used by its team, the ref must RNG a number from 1-100. If the number is 25 or less, then all three effects are applied to the Beheeyem. Otherwise, no effect occurs.
Note that due to this being doubles, the 3 orbs will be available to each player. It is impossible to activate the Beheeyem effect in this format, as it requires 3 Pokémon by an individual player to be used.
TEAMS:
ALCHEMATOR:
Gallade [Alexander] (M)
Nature: Adamant (Adds * to Attack, subtracts * from Special Attack)
Type:
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
EC: 9/9
MC: 0
DC: 0/5
Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Will-o-Wisp
Toxic
Taunt
Reflect
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Close Combat
Psycho Cut
Metagross [Christopher] (N/A)
Nature: Brave (Adds * to Attack, a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type:
[Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 60 (70/1.15v)
EC: 9/9
MC: 0
DC: 1/5
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.
Attacks:
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Lunatone [Artemis] (N/A)
Nature: Modest (Adds a Rank to Special Attack, subtracts a Rank from Attack)
Type:
[Rock]: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
EC: N/A
MC: 0
DC: N/A
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
Tackle
Harden
Confusion
Rock Throw
Hypnosis
Rock Polish
Psywave
Cosmic Power
Heal Block
Psychic
Ice Beam
Shadow Ball
Charge Beam
IIMKULTRA:
Typhlosion [Dante] (M)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Nature: Lonely (+Atk, -Def)
Stats:
HP: 100
Atk: **** (+)
Def: **(-)
SpA: ****
SpD: ***
Spe: 100
EC: 9/9
MC: 0
DC: 4/5
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14).
Flash Fire (Dream World): (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Attacks:
Tackle
Leer
SmokeScreen
Gyro Ball
Ember
Quick Attack
Flame Wheel
Defense Curl
Flare Blitz
Double Edge
Reversal
Fire Blast
Will-O-Wisp
Wild Charge
Eruption
SolarBeam
Dragonite [Hyperion] (M)
Nature: Quiet (+Spa, -Spe)
Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (80/1.15)
EC: 9/9
MC: 0
DC: 3/5
Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multi Scale: (DW Locked) (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Moves:
Fire Punch
ThunderPunch
Wrap
Roost
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Pulse
Iron Tail
ExtremeSpeed
Fire Blast
Thunder
Blizzard
Surf
Hurricane
Outrage
Aqua Tail
Safeguard
Dragon Claw
Pansage [Iwazaru] (F)
Nature: Mild (+Spa, -Def)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (+)
SpA: Rank 3 (-)
SpD: Rank 2
Spe: 64
EC: 5/6
MC: 0
DC: 0/5
Abilities:
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Overgrow (DW Locked): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14).
Moves:
Scratch
Leer
Lick
Vine Whip
Fury Swipes
Leech Seed
Bite
Seed Bomb
Torment
SolarBeam
Taunt
Dig
Low Kick
GrassWhistle
Leaf Storm
Nature: Mild (+Spa, -Def)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (+)
SpA: Rank 3 (-)
SpD: Rank 2
Spe: 64
EC: 5/6
MC: 0
DC: 0/5
Abilities:
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Overgrow (DW Locked): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14).
Moves:
Scratch
Leer
Lick
Vine Whip
Fury Swipes
Leech Seed
Bite
Seed Bomb
Torment
SolarBeam
Taunt
Dig
Low Kick
GrassWhistle
Leaf Storm
SHADOWBONE66:
Durant (*) Flik (Male)
Nature: Adamant (+Att, -SpAtt)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 1: Swarm(Innate)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Ability 2: Hustle(Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Ability 3: Truant(Innate, DW, Dormant, will remain Dormant as it's useless)
This Pokemon is naturally lazy, and only attacks twice every round, forsaking a middle action. It recovers 3% energy during each Truant turn.
Stats:
HP: 90
Atk: Rank 5 (boosted by nature)
Def: Rank 4
SpA: Rank 1 (lowered by nature)
SpD: Rank 2
Spe: 109
MC: 1
DC: 5/5
Attacks:
ViceGrip(*)
Sand-Attack(*)
Fury Cutter(*)
Bite(*)
Agility(*)
Metal Claw(*)
Iron Head
Iron Defense
Screech(*)
Thunder Fang(*)
Baton Pass(*)
Claw Sharpen(*)
X-Scissor(*)
Thunder Wave(*)
Dig
Stone Edge
Struggle Bug
Rock Slide
Aerial Ace
Shadow Claw
Nature: Adamant (+Att, -SpAtt)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 1: Swarm(Innate)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Ability 2: Hustle(Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Ability 3: Truant(Innate, DW, Dormant, will remain Dormant as it's useless)
This Pokemon is naturally lazy, and only attacks twice every round, forsaking a middle action. It recovers 3% energy during each Truant turn.
Stats:
HP: 90
Atk: Rank 5 (boosted by nature)
Def: Rank 4
SpA: Rank 1 (lowered by nature)
SpD: Rank 2
Spe: 109
MC: 1
DC: 5/5
Attacks:
ViceGrip(*)
Sand-Attack(*)
Fury Cutter(*)
Bite(*)
Agility(*)
Metal Claw(*)
Iron Head
Iron Defense
Screech(*)
Thunder Fang(*)
Baton Pass(*)
Claw Sharpen(*)
X-Scissor(*)
Thunder Wave(*)
Dig
Stone Edge
Struggle Bug
Rock Slide
Aerial Ace
Shadow Claw
Scyther [Ed] (Male) {OT: Venser}
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy on an opponent's attacks)
Type: Bug / Flying
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 89 (-15%)
EC: 2/6
MC: 0
DC: 2/5
Abilities:
Technician (Innate): This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Swarm (Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Steadfast (DW) (Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
X-Scissor
Air Slash
Counter
Silver Wind
Swords Dance
Roost
Substitute
Brick Break
Safeguard
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy on an opponent's attacks)
Type: Bug / Flying
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 89 (-15%)
EC: 2/6
MC: 0
DC: 2/5
Abilities:
Technician (Innate): This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Swarm (Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Steadfast (DW) (Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
X-Scissor
Air Slash
Counter
Silver Wind
Swords Dance
Roost
Substitute
Brick Break
Safeguard
KORSKI:
Pyroak Kitch (M)
Type: Fire/Grass
- Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
- Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
- Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
- Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
- Chlorophyll (LOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 52 (60/1.15v) (-)
EC: 9/9
MC: 2
DC: 3/5
Attacks:
Wood Hammer
Flare Blitz
Heat Wave
Leaf Blade
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume
Counter
Earth Power
Blaze Kick
Light Screen
Protect
Reflect
Will-o-Wisp
Substitute
Krilowatt Itasca (F)
Type: Electric/Water
- Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
- Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
- Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
- Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
- Shell Armor (LOCKED): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (105x1.15^) (+)
EC: 6/6
MC: 0
DC: 2/5
Attacks:
Ice Shard
Bubble
Charge
Tackle
Thundershock
Detect
Confuse Ray
Aqua Jet
Imprison
Thunder
Hydro Pump
Counter
Mirror Coat
Signal Beam
Ice Beam
Thunderbolt
Scald
Substitute
Hydreigon(*) Turvy (F)
Type: Dark/Dragon
- Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
- Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
- Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (98x1.15^) (+)
EC: 9/9
MC: 1
Attacks:
Tri Attack
Double Hit
Tackle(*)
Dragon Rage(*)
Focus Energy(*)
Bite(*)
Headbutt(*)
Dragonbreath(*)
Roar(*)
Crunch(*)
Dragon Pulse
Outrage
Dark Pulse(*)
Earth Power(*)
Screech(*)
Focus Blast
Fire Blast
Taunt(*)
Thunder Wave(*)
Work Up(*)
Substitute
Surf
shadowbone66 only sent me two Pokemon, so...
Turn Order for sending Pokemon:
Alchemator, Korski, iiMKUltra, shadowbone66
Turn Order for issuing actions:
The above reversed.